ID: MRFR/SEM/7137-HCR | February 2021 | Region: Global | 111 pages
The Global Gaming Accessories Market size was valued at USD 2.14 Billion in 2018 and is expected to reach USD 4.04 Billion by the end of the forecast period at a compound annual growth rate (CAGR) of 9.68%.
The interactive entertainment industry is growing remarkably and is continuously innovating new platforms to reach out to gamers across the world. Gaming accessories comprise all other devices than hardware and software that are used in a gaming system; this includes controllers, gamepads, keyboards, cameras, virtual reality headsets and more. In recent years, the increasing adoption of smartphones has accelerated the demand for gaming accessories across the globe. In addition to this, technologies such as virtual reality (VR) and artificial intelligence (AI) have also fueled the growth of the global gaming accessories market. However, high costs of gaming peripherals such as DPI mouse and anti-ghost switches might act as a restraining factor to the growth of the global gaming accessories market.
The Global Gaming Accessories Market has been segmented on the basis of Product, Device Type, End-Use, and Region.
By product, the global gaming accessories market has been segmented into gamepads, keyboards, mice, headsets, surfaces, controllers/ joysticks, virtual reality (VR) devices, cooling fans, web camera, and others.
Based on device type, the global gaming accessories market has been segmented into PC (desktop and laptop), smartphones, and gaming consoles.
On the basis of end-users, the global gaming accessories market has been bifurcated into casual gaming and professional gaming.
By region, the global gaming accessories market has been segmented into North America, Europe, Asia-Pacific, the Middle East & Africa, and Central & South America.
The Global Market for Gaming Accessories is estimated to grow at a staggering rate during the forecast period from 2019 to 2025. The geographic analysis of the gaming accessories market has been conducted for North America, Europe, Asia-Pacific, the Middle East & Africa, and Central & South America.
As per MRFR analysis, North America dominated the global gaming accessories market in 2018 and is estimated to maintain its dominance during the forecast period 2019–2025. The gaming community is one of the fastest-growing entertainment industries in the US. The region has also registered various online gaming tournaments that require state-of-the-art devices to operate efficiently. This has encouraged gamers to purchase the latest gaming peripherals, thus contributing to the growth of gaming accessories in the North American market. On the contrary, the market for gaming accessories in Asia-Pacific is estimated to witness the fastest growth during the forecast period 2019–2025. The growing demand for VR gaming in China and South Korea and increasing awareness of e-sports have accelerated the demand for gaming accessories in Asia-Pacific.
Global Gaming Accessories Market, USD Billion
Source: MRFR Analysis
The manufacturers in the global gaming accessories market are primarily focused on improving their portfolio of gaming accessories to stay competitive in the market. To accomplish this, these companies have invested a significant share of their revenues in research and development. In addition to this, companies focus on developing reflexive and comfortable accessories that can be efficiently used in games requiring fast movements and high sensitivity. As a part of their market development strategy, these companies also focus on inorganic growth approaches such as acquisitions, partnerships, joint ventures, and collaborations to expand their geographic presence and gain competitive advantage in the global gaming accessories market.
MRFR has identified a few companies as Prominent Players in the Global Gaming Accessories Market. These include Alienware (US), Logitech International SA (Switzerland), Razer Inc. (US), Mad Catz (US), Turtle Beach (US), Corsair (US), Cooler Master (China), Sennheiser (Germany), HyperX (US), Anker (China), Reddragon (US), SADES Technological Corporation (China), Plantronics (US), Google Inc. (US), and Nintendo Co., Ltd (Japan). These companies are analyzed on the basis of their geographic presence, origin, product portfolio, key developments, and expertise in laser projection technology. Apart from the aforementioned players, Oculus VR, LLC (US), HP Inc. (US), Xiaomi Corporation (China), Dell Inc. (US), AsusTek Computer Inc. (Taiwan), Acer Inc. (Taiwan), Sony Corporation (Japan), SteelSeries (Denmark), and Nvidia Corporation (US) have a significant presence in the global gaming accessories market.
|Market Size||USD 4.04 Billion|
|Forecast Units||Value (USD Billion)|
|Report Coverage||Revenue Forecast, Competitive Landscape, Growth Factors, and Trends|
|Segments Covered||Product, Device Type, End-Use|
|Geographies Covered||North America, Europe, Asia-Pacific, and Rest of the World (RoW)|
|Key Market Opportunities||
|Key Market Drivers||
Frequently Asked Questions (FAQ) :
The Gaming Accessories market is going to record a CAGR of 9.68%.
Product, Device Type, End-Use are the segments involved in the segmental analysis of the market.
The global market for gaming accessories is touted to stagger in the period from 2019 to 2025.
North America is supposed to be leading the global gaming accessories in the period of 2019–2025.
Alienware (US), Logitech International SA (Switzerland), Razer Inc. (US) are the top names of the key players of the global gaming accessories market.